Presenting a list of rules to explain the sometimes-mysterious process for embedding a material in ZBrush. New ZBrush users might want to read the .doc file (Basic Rules for Embedding Materials in ZBrush.doc) contained in the .zip file for a more detailed explanation.
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A new object without a texture map is by default embedded with material index number 00. If a material with a different index number is selected, ZBrush will display that material wherever index number 00 is embedded.
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To permanently change parts (or all) of the object to a new material requires embedding another material (between index 01 and 75), which can be painted on, or applied globally by selecting the Draw>M button then pressing the Color>FillObject Button.
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A new texture map is by default embedded with material index number 00 for all pixels. NOTE that a texture map’s embedded materials will always override materials which have been embedded directly in any object to which the texture map is applied.
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To permanently change part or all of the texture map’s materials requires embedding other materials (between index 01 and 75), which can be painted on, directly at polygon resolution in edit mode, or at pixel resolution while in Projection Master.
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The Embed-Mat plugin button will automate global embedding of materials into texture maps and non-texture mapped models.
The attached Embed-Mat.zip file contains three files:
Embed-mat.zsc
Embed-mat.txt (source script)
Basic Rules for Embedding Materials in ZBrush.doc
To Install:
Unzip the Embed-mat.zsc file and drop it into the ZStartup/Zplugs subdirectory and the next time you start ZBrush, a new subgroup and button will be available in the Texture palette.
To Use:
Choose a texture map, a material and a tool (object) in edit mode. Click the Embed-Mat button and the selected material will be embedded in the selected texture map. If no texture map is selected, the material will be embedded in the tool.
Caution: Clicking the Embed-Mat button will automatically OVERWRITE any existing materials already embedded in the Texture Map and/or active tool (object). This is why the plugin requires confirmation before it proceeds.